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Scarlet educause


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Presentation at EDUCAUSE, Austin, 14th February 2012.

Published in: Education, Technology
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Scarlet educause

  1. 1. ELI 2012 Annual MeetingSpecial Collections Using Augmented Realityto Enhance Learning and Teaching(SCARLET)Matthew Ramirez
  2. 2. Project OverviewAims»Use AR to add value to the learner experience.»Produce a methodology that other Special Collectionslibraries can follow, making these resources accessible forresearch, teaching and learning.Challenges and considerations»Students must consult rare books within the controlledconditions of library study rooms.»The objects are isolated from the secondary, supportingmaterials and the growing mass of related digital assets.»What application does AR have to the wider audience?»How does use of AR enhance Learning & Teaching?»Differentiation and blended learning (Jo to write)
  3. 3. Educational Context in the UK» Tuition Fees increased in most UK universities to £9000 per year.» Students require more demonstrative input and contact time from academics.» Universities have to offer more supported e- learning materials supplementing contact time.» Students expect increased differentiation in learning styles in contrast to traditional didactic approach.
  4. 4. Stakeholder Roles» SCARLET is unique in that it has a multi-disciplinary team working to achieve aims with a focus on student learning Mimas To evaluate learning with students Mimas John Rylands Library Project Management and AR Access and technical integration technology with digitised content and special collections Academics Award winning academics from Humanities faculty to develop and deliver content
  5. 5. Team SCARLET
  6. 6. Introduction to AR» Augmented Reality (AR) is a term for superimposing computer graphics over a live view of the real world» Can be delivered on a desktop, television, mobile device etc.
  7. 7. Examples of AR» In televised sporting events real-time analytical information is displayed offering insight into a player, time left, league tables etc.
  8. 8. AR Student Benefits» Combining the magic of seeing and handling primary sources with leading-edge technology to support research-led teaching.» Surround objects with interpretative and contextual material.» Bridging the gap between tutor-mediated seminars and independent learning.» Using blended learning methodology.» Users retain information when actively involved in a learning experience.
  9. 9. Mobile Usage» Morgan Stanley forecast that by 2014 mobile internet usage will overtake user access through traditional desktop means.
  10. 10. SCARLET Content
  11. 11. Bringing Special Collections to life using AR
  12. 12. GLUE-ing information to images
  13. 13. Storyboarding – Phase 1 development» The GLUE object or visual reference should be kept with the Edition, in this case Dante’s Landino but can also be copied for student to take away.» User journey should be self contained to browser app. GLUE Object Landing page Webpage
  14. 14. Content AcquisitionLanding Page»Title»Short Description»Audio (Optional)»Video Walkthrough (Optional)»Email (Optional)Web page»Links to associated resources»Short piece of text to accompany links»Images (Optional)»RSS Feeds - Twitter, blog, news etc. (Optional)»Learning/Research Activities
  15. 15. Overview – Phase 1 workflow GLUE Object Landing page Webpage
  16. 16. Student Learning Materials
  17. 17. Initial Evaluation objectives» How effective is the AR app in allowing a more direct comparison of the 10 selected objects (Dante) in contrast to previous methods employed?» How does the AR app assist in demonstrating an understanding of the changing media used for textual transmission.» How can feedback be used to inform the next development phase?» Does AR add value to students study and assist with learning outcomes?
  18. 18. User Journey
  19. 19. User Journey video
  20. 20. Feedback - Positive» Technology was easy to use.» Provided a central reference to library systems and external resources.» Beneficial for initial planning of essays and basic knowledge acquisition.» Video introductions related to specific objects were most valuable asset in the delivery.
  21. 21. Feedback - Negative» Resources were already available online (Blackboard)» Students felt divorced from physical object, linking to web app diluted the experience» Activity was prescribed and not aligned with some users research methods consulting physical secondary texts.
  22. 22. Feedback – Lessons Learned» Use of AR should be more contextual and linked to the object.» Best used in short byte size learning chunks» Must deliver unique learning values different from online support (e.g.VLE).» User should become less conscious of the technology and more engaged with the text.» Users learn in different ways and AR may not be appropriate to all students.» Evaluation needed from other user groups and course areas.
  23. 23. Next Steps
  24. 24. Next Steps» Develop materials overlaid on the physical resource for other courses (Milton, Ancient Egyptian papyri).» Work with library to promote public engagement.» Investigate funding opportunities in other subject areas.» Disseminate tool kit at project end.
  25. 25. Other subject applications
  26. 26. Project Communication» Project blog at where all members of project contribute on all aspects (academic, technology, pedagogy, special collections.» Twitter @team_scarlet» Email:» Publications » CILIP Update magazine (February 2012) » SCONUL Focus (February 2012)
  27. 27. Thank you